2015
DOI: 10.1111/ncmr.12062
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Does Conflict Content Affect Learning from Simulations? A Cross‐National Inquiry into the Israeli‐Palestinian and Guatemalan Conflict Scenarios

Abstract: It is important to find out whether the content of a simulation has any effect on learning, whether students learn better when the simulation is about a conflict they directly experience as opposed to a conflict they have hardly heard about, and whether learning about a specific conflict changes from one identity group to another. In this article, we address these questions in a five-group experimental study, with direct parties to the conflict (Israeli-Jewish, Palestinian, and Guatemalan), third/secondary par… Show more

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Cited by 8 publications
(6 citation statements)
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“…Despite growing empirical research on attitudes, the role of video games in attitudinal change has not been explored much (see Soekarjo & Oostendorp, 2015). Most of the empirical studies that deal with the subject (e.g., Cuhadar & Kampf, 2014, 2015; Hawkins et al, 2019; Jacobs, 2018; Knol & de Vries, 2011; Tragazikis & Meimaris, 2009) measured attitudes primarily through self‐report scales revealing short‐term changes in participants' explicit attitudes. We have identified only a few studies which were simultaneously (1) focused on attitude change towards the depicted narrative content and (2) not possessing any external element to the game affecting participants within the research design of the study, for example, driving a car in a video game while making a phone call in a real life and (3) having a control condition.…”
Section: Study Backgroundmentioning
confidence: 99%
See 1 more Smart Citation
“…Despite growing empirical research on attitudes, the role of video games in attitudinal change has not been explored much (see Soekarjo & Oostendorp, 2015). Most of the empirical studies that deal with the subject (e.g., Cuhadar & Kampf, 2014, 2015; Hawkins et al, 2019; Jacobs, 2018; Knol & de Vries, 2011; Tragazikis & Meimaris, 2009) measured attitudes primarily through self‐report scales revealing short‐term changes in participants' explicit attitudes. We have identified only a few studies which were simultaneously (1) focused on attitude change towards the depicted narrative content and (2) not possessing any external element to the game affecting participants within the research design of the study, for example, driving a car in a video game while making a phone call in a real life and (3) having a control condition.…”
Section: Study Backgroundmentioning
confidence: 99%
“…The vast majority of studies about video games and attitudes focuses on short‐term change of explicit attitudes towards the depicted topics (e.g., Cuhadar & Kampf, 2014, 2015; Hawkins et al, 2019; Peña et al, 2018; Pentz et al, 2019). On the contrary, little is known about long‐term changes and about changes in implicit attitudes in relation to video games.…”
Section: Introductionmentioning
confidence: 99%
“…We believe that MONT represents an innovative approach, as most studies on negotiation training primarily deal with skills and knowledge, although some authors also address attitudes (e.g., Coleman and Lim, 2001 ; Zweibel et al, 2008 ; Cuhadar and Kampf, 2015 ). Teaching the integrative mindset that we propose here goes beyond teaching integrative strategies and tactics, as a mindset is more than a tool.…”
Section: Discussionmentioning
confidence: 99%
“…Although some negotiation researchers also emphasize the development of attitudes as a learning goal for training (e.g., Coleman and Lim, 2001 ; Zweibel et al, 2008 ; Cuhadar and Kampf, 2015 ), the implicit assumption often seems to be that the paramount learning goal is the development of a distinct skill set. Accordingly, the implicit underlying question that much of the basic and applied research of the negotiation field ultimately seems to address is how to best achieve this learning goal (e.g., Gist et al, 1991 ; Nadler et al, 2003 ; van Hasselt et al, 2008 ; Williams et al, 2008 ; Lang, 2009 ; Chapman et al, 2017 ).…”
Section: Introduction: Negotiation Training Learning Transfer and Mmentioning
confidence: 99%
“…For example, given that design processes have been shown to have learning benefits over other forms of learning in the context of negotiation (Druckman & Ebner, ), it may be that putting students in the driver's seat by tasking them to create a graphic novel (or a part of one) on their own, rather than reading one, might be a beneficial course assignment. Learning by doing and the use of simulations increase levels of knowledge in those participating (Cuhadar & Kampf, ). In fact, it is hoped this paper leads to ideas for research, such as a pilot test in the use of graphic novels and comics content in classroom, or a pilot test of the efficacy of the creation of graphic novels and comics content by students in classrooms as well.…”
Section: Graphic Novels In Education and The Potential For Negotiatiomentioning
confidence: 99%